BBCS2/Tsubaki Yayoi

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Tsubaki Yayoi

Overview

Devoted to training from an early age, she possesses tremendous combat ability despite being a woman. After graduating from the Military Academy, she took an active role as the Lieutenant of the organization known as the 0th Division. Following the events of CT, she travels to the city of "Kagutsuchi", to assassinate Jin and her former classmate Noel for deserting the NOL.

Health: 11,000
Guard Primers: 5
Play-style: Rush-down, Mix-up, Flashy
Movement Options: 1 Double Jump/Airdash, Run-type Dash

Drive: Install
Tsubaki’s drive is Install. Pressing 5D, 2D, or j.D will cause her to “charge” her install meter. Holding the button on 5D, 2D, or j.D will cause charging to accelerate at a specific rate. Gaining and using charges effectively is key to being successful with Tsubaki among other things. The D versions of her specials have properties that can lead to new mix-up options, damage, and combos which will be explained later. She can only hold a maximum of 5 charges at any time during a round and any left over charges will not be carried to the next round. Some of Tsubaki's normals can be "charge-cancelled" which is used to cancel the recovery of those moves.

Tsubaki also has a Distortion Drive called "Macto Maledictus" (214214D) or more commonly referred to as "Tsubaki Mugen/Install" which will use up all charges that she has but will allow you to use as many D specials that you want for a certain amount of time depending on how many charges were used to initially start it.

Note that:

  • Tsubaki will be in a CH state while she's charging.
  • Using a D special will always use up 1 charge (unless you're in Mugen/Install).
  • In terms of recovery: 2D > 5D > j.D
  • In terms of charging speed: 5D > j.D > 2D

Move List

Notations
H = can block high
L = can block low
A = can air block
jc = Jump cancellable
cc = Charge cancellable
throw = Throw cancellable
special = Special cancellable
Red beat = Valid combo
Blue beat = Invalid combo

Normal Moves

Notes
  • All of Tsubaki's normals, besides 5A/2A, are air unblockable meaning you must barrier guard against them if you're in the air.
  • 6C is her only move that has a chance to fatal counter.
  • 6CC is her only normal that removes a guard primer.

Tb200 03.png
5A
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
150
100
82
All
0
6
3
9
Click!

Standard jab, hits crouching. Used as a basic jab attack. Not an anti-air.


Cancels and Gatlings

jc, cc, throw, special

  • Red beat-> 5A, 2A, 5B
  • Blue beat-> 6A, 2B, 6B, 5C, 2C, 6C, 3C



Tb201 03.png
5B
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
560
90
89
HL
3
9
3
13
Click!

Tsubaki's best-ranged normal. Pokes far, and is charge/jump-cancellable on hit and block. Safe on block. Does not combo into other normals at max range. A must-use normal in Tsubaki's repertoire.


Cancels and Gatlings

jc, cc, special

  • Red beat-> 5BB, 5C
  • Blue beat -> 6A, 2B, 6B, 2C, 6C, 3C

Exception: CH 5B will connect to 6C


Tsubaki 5BB.png
5BB
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
400
100
89
HL
3
11
3
19
Click!

Followup to 5B, combos into 2B, and 5C. Has a slight vacuuming effect. Can whiff if 5B hits too far. Air unblockable.


Cancels and Gatlings

jc on hit, cc, special

  • Red beat-> 2B, 5C
  • Blue beat-> 6A, 6B, 6C(on hit only)



Tsubaki 5C.png
5C
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
690
90
92
HL
4
13
4
20
Click!

Less range than 5B, good filler in blockstrings and combos; charge and special-cancellable. Only really usable in 5A range. Air-unblockable. Best combo-damage starter out of all her normals, use on counter-hit if reasonable.


Cancels and Gatlings

jc on hit, cc, special

  • Red beat-> 6B, 5CC, 2C
  • Blue beat-> 6C(on hit only)

Exception: CH 5C will connect to 6C


Tsubaki 5CC.png
5CC
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700
100
92
HL
4
13
3
27
Click!

Standard filler on combos, charge cancellable.


Cancels and Gatlings

jc on hit, cc, special

  • Red beat-> 6B, 2C
  • Blue beat-> 6C(on hit only)



Tsubaki 2A.png
2A
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
150
54
100
All
1
7
2
8
Click!

Standard crouching jab. Used to initiate pressure/jab out at point blank range since it is + on block.


Cancels and Gatlings

cc, throw, special

  • Red beat-> 5A, 2A, 5B, 2B
  • Blue beat-> 6A, 6B, 5C, 2C, 6C, 3C



Tsubaki 2B.png
2B
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
560
80
86
L
2
13
3
12
Click!

Low hit, standard filler in BnB and combos into 5C and 2C. Can chain to overhead or additional low, but can be interrupted during the process. It can also be used to OTG.


Cancels and Gatlings

special, cc

  • Red beat-> 2BB, 5B, 5C
  • Blue beat-> 6A, 2C, 6C, 3C



Tsubaki 2BB.png
2BB
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
480
70
86
L
2
10
3
18
Click!

Low hit and followup to 2B. Can combo into 5C. Not very useful outside of combos.


Cancels and Gatlings

special, cc

  • Red beat-> 5C
  • Blue beat-> 6A, 2C, 6C



One of the better anti-airs in the game
2C
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700
80
89
HL
3
13
5
18
Click!

Her best anti-air normal. 2C has some upper-body invincibility, think crouching fierce from most SF characters. It is jump-cancellable on hit/block.


Cancels and Gatlings

jc on hit/block

  • Red beat-> 2CC



Tsubaki 2CC.png
2CC
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
680
80
89
HL
3
16
3
24
Click!

Followup to 2C, can lead to air combo on anti-air 2C hit. Jump-cancellable. Usually combo-filler.




Cancels and Gatlings

jc on hit, special on hit

  • Red beat-> 5C (only if 5C isn't done in your string already)




Tsubaki 6A.png
6A
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
620
80
80
HL
3
13
4
18
Click!

Tsubaki's overhead and it is very slow. It gatlings to 5C or specials. Jab range. Air-unblockable and knocks down on airborne hit.


Cancels and Gatlings

special

  • Red beat-> 5C



Tsubaki 6B.png
6B
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
400
80
92
L
4
21
3
15
Click!

A move where Tsubaki spins then does a low kick. The beginning looks similar to 6A so it can be used for mix-up. Hits low, gatlings to 6BB and + on block. Can be used to extend pressure.


Cancels and Gatlings

special

  • Red beat-> 6BB



Tsubaki 6BB.png
6BB
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
420
80
92
L
4
15
4
20
Click!

Low hit, followup to 6B. Usually used during combos only.


Cancels and Gatlings

special

  • Red beat-> 5C



Tsubaki 6C.png
6C
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
220x6
79x6
100,90(once)
HL
5
23
1x6
38
Click!

Whip-based attack, hits multiple times, special and jump-cancellable. It is her fatal counter move. Not much use outside of combos.


Cancels and Gatlings

jc, special

  • Red beat-> 6CC



Tsubaki 6CC.png
6CC
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300x3
108x3
100,94(once)
HL
5
22
1x3
35
Click!

Followup to 6C where she shoots a sword upwards from the ground. It is usually used as combo filler after a successful 6C hit and it launches on hit. Removes 1 guard primer on block.

Cancels and Gatlings

jc on hit, special

  • Red beat-> none



If only you were still jump cancellable...
3C
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
720
90
88
L
4
18
10
24
Click!

Standard slide, although it does not go under anything. Not that reliable of a move to use so it's usage is limited. However, it does allow Tsubaki to travel pretty far for a sliding low. Can not gatling into any other move other than it's followup unless unless rapid cancelled.


Cancels and Gatlings

special

  • Red beat-> 3CC



You too...
3CC
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
980
90
92
HL
4
17
2
43
Click!

Followup to 3C. One of Tsubaki’s launchers. Not that reliable of a move. Can not gatling into any other move unless rapid cancelled.



Cancels and Gatlings

special

  • Red beat-> None




Tsubaki j.A.png
j.A
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
180
64
90
HA
1
8
2
6
Click!

Her standard anti-air jab.


Cancels and Gatlings

none

  • Red beat-> j.B



Tsubaki j.B.png
j.B
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
560
90
86
HA
2
8
4
12
Click!

Horizontal normal, used in air combos or rare anti-air instances.


Cancels and Gatlings

jc

  • Red beat-> j.BB, j.C



Tsubaki j.BB.png
j.BB
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
480
90
86
HA
2
7
3
24
Click!

Downward poking attack, used in combos, can also be kind of used in anti-air instances.


Cancels and Gatlings

jc

  • Red beat-> none



Tsubaki j.C.png
j.C
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
680
90
89
HA
3
13
5
20
Click!

Best ranged air normal and has the best vertical hitbox out of all her normals. Can combos after j.B and its followup


Cancels and Gatlings

jc, special

  • Red beat-> j.CC



Tsubaki j.CC.png
j.CC
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
480
90
89
HA
3
10
2
31
Click!

Whip-based attack, used in combos mostly, or after j.C hit confirms. Can be used for movement to make Tsubaki "glide" a bit during air dashing.


Cancels and Gatlings

special

  • Red beat-> none



Drive Moves

Notes
  • In terms of recovery: 2D > 5D > j.D
  • In terms of charging speed: 5D > j.D > 2D



Love...
5D
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-
-
100
-
-
-
-
-
Click!

Gives about 0.5 stock of charge on tap. When held down, charges up to 1.5 stock, then stops. The best way to charge in matches overall.



...The D...
2D
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-
-
100
-
-
-
-
-
Click!

Charges the slowest at first, then accelerates quickly over time. Best used if your opponent is for whatever reason doing nothing to approach you and is all the way across the screen.



...LOVE IT
j.D
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-
-
100
-
-
-
-
-
Click!

Balance of charging speed and recovery, also decreases her falling speed. Charging longer in the air causes more landing recovery.



Throws

Tsubaki Forward Throw.png
Forward Throw
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1000
90
100,55
Ground Throw
0,4
7
3
19
Click!



Tsubaki Backwards Throw.png
Back Throw
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1000
90
100,55
Ground Throw
0,4
7
3
19
Click!



Tsubaki Air Throw.png
Air Throw
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1400
100
100, 55
Air Throw
0,4
7
3
17
Click!



Special Moves

File:Ragna214A.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Hell's Fang (214A)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
730
75
70
all
4
15
13
33
Click!



Additional Blow / Tsuika Kōgeki (214D after Hell's Fang)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
950
100
92
all
4
23
3
40
Click!



File:Ragna623C.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Inferno Divider: C Version (623C / j.623C)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
420, 460
70
92
HL
4
7
2(4)6
24+19L
Click!
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
420, 460
85
92
all
4
5
2(4)6
19L
Click!



The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Inferno Divider: D Version (623D / j.623D)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600*2
100
92
HL
4
7
2(4)12
27+19L
Click!
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600*2
100
92
all
4
7
2(3)12
13
Click!



File:Ragna623CC.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Upper (236C after Inferno Divider)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
310
100
92
all
4
14
3
19L
Click!



File:Ragna623CCC.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Straight / Yoko Fukitobashi (236C after Upper)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
400
100
70
all
4
15
3
12L
Click!



File:Ragna623CCD.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Ax Kick / Kakato Otoshi (214D after Upper)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
480
100
50
all
4
19
4
13L
Click!



File:Ragna214B.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Gauntlet Hades (214B / j.214B)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800
90
88
HA
4
20
7
14+14L
Click!
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700
90
92
HA
4
12
9
15L
Click!



File:Ragna214BD.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Spin Kick / Keri Age (214D after Gauntlet Hades)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
550
100
60
all
4
9
3
20L
Click!



File:Ragna214D.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Dead Spike (214D)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1000
100
96
all
4
28
12
54T
Click!



File:Ragna214C.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Belial Edge (j.214C)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600, 100*N
75
90(1)
all
4
15
till L(1)1
16
Click!



File:Ragna22C.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Not Over Yet / Mada Owarija Nē Zo (22C)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 400
100
92
all
4
7
3
16
Click!



Distortion Drives

File:Ragna632146D.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Carnage Scissors (632146D)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1000, 2300
85
92
all
4
9+(7~12)
2(48)4
64
Click!



File:Ragna214214D.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Blood Kain (214214D)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
--
--
--
--
--
--
--
(19+1)T
Click!


---

File:Ragna214214DD.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Devoured by Darkness / Yami ni Kuwarero (214214D during Blood Kain)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 6000
100
92, 5
UNB
4
16+14
3
56
Click!



Astral Heat

File:Ragna2141236C.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Black Onslaught(2141236C)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
death
--
--
all
5
3+25
2
25
Click!



Strategy

Offense

Frame Traps

Defense

Combos

Midscreen

Corner

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